Dear Benjamin,
thank you for suggestions.
Could you help to assess if what I came up as my workflow will fire back at some point.
The biggest concern is that quality of rendering will suffer.
1: I have a physical object (concrete top in this case)
2: Based on a photo of top of the surface, in Substance 3D Sampler, I create a seamless material and all maps
3: I create in C4D concret top and export to Zbrush.
4: In Zbrush, I am adding some structural imperfections, damages, etc. I create UVs and export low poly with displacement
5: Back in to C4D, where I create a material to texture above mentioned concrete top.
- for AO, Base Colour/Diffuse, Roughness and Normals I am using seamless Maps from Substance 3D Sampler
- for Bump, I am using Displacement Map from Zbrush
Those are small imperfections, I am not using Displacement Channel in Corona
It kinnda work, but I have some questions...
How much of an issue is this mixing of textures. Do I loose a lot of potential photorealism by doing it.
I am a bit intimidated by Substance 3D Painter. Shall I, however, put energy to learn how to texture concrete top
model out of Zbrush there? With the help of my Maps from Substance 3D Sampler?
I am also only planning to learn to support visualization of my concrete creations.
Meaning I would like to limit the numbers of different softwares to support visualizations.
For small objects, I am using cross-polarization photogrammetry. It seems that I manage to get decent results.
But for bigger objects (like this table top, or for some prototyping I need the above workflow with modeling and realistic textures).
Welcome feedback.
I have attched C4D file and screenshots.
Thank you